Actually, no big surprise, Mass is wrong.
1. It's called Narrative flow, it gets completely disrupted when you interrupt it to go watch some random guy that has nothing to do with the plot. Doubt me? Go watch The Two Towers, and just as Helm's Deep starts, stop the movie and go watch Liar Liar, then come back. Tell me, do you still have the same emotions the director intended you to have? Nope. You've interrupted the flow and lost your audience's attention. [/quote]
[quote]Il Divo wrote...
Wait, this is your argument? Are you for real? Very well, let me spell it out for you, though you should know about this, as someone who constantly portrays himself as an expert in the RPG genre.[/quote]Sounds personal.
[quote]Il Divo wrote...
There is no narrative flow in RPGs, in so far as you can interrupt the experience at any time. When a player decides to perform every mineral side quest in ME1, there is no narrative flow.[/quote]Why would a player decide to do that ? Could it be that spectres have to fund their own missions ? Or part of the explorative nature of ME1 ? It certainly didn't break Narritive flow for me in fact it did a much better job of it then planet scanning which I loathe. I realize some people might be affected dfferently but if not enjoyable I can't imagine someone seeking out EVERY MINERAL SIDE QUEST.
[quote]Il Divo wrote...
When a player decides to engage in planet scanning for two hours straight, there is no narrative flow.[/quote]Agreed but the topic was ME1. And I haven't found anyone who likes planet scanning it's almost a universally hated feature so you pointing this out actually supports gatt's post.
[quote]Il Divo wrote...
Multiplayer will not ruin narrative flow any more than any other feature typically found in an RPG including grinding,[/quote]I disagree. Grinding doesn't break narritive flow, excessive grinding does. Single player intergrated Multiplayer will do that in the first 5 minutes you play it because they put you in the shoes of some nameless trooper.
[quote]Il Divo wrote...
resource management, or side quests; it's entirely player-based. Virmire is probably Mass Effect's most intense mission....and you save your game and quit at any point, for any number of reasons. [/quote] But that takes place out of the game, yes their is a disruption based on the amount of time it takes for you to get back to the game. The difference is in ME3 implemented MP your still ingame away from the main story doing something that ultimately shouldn't matter but effects your SP campaign. Your playing me3 but your story progression has stalled this creates a greater disruption if you say after a tough go of it with people (friends or strangers) quit and come back to the SP campaign some time later as your away from it longer.
[quote]Il Divo wrote...
Mass Effect is a 25-45 hour game experience. [/quote] Agreed ME2 is shorter though.
[quote]Il Divo wrote...
People do not typically finish the narrative in one sitting, which is one aspect which separates both games and novels from films and makes a continuous narrative flow substantially more difficult to attain. Your Two Towers comparison is 100% invalid. [/quote] It's not. Your confusing the issue when you turn a game off the longer your away from it the longer it'll take for you to get back to it most times you can pick back up from where you left off with a few minutes of adjustment. Gameplay changes are more disruptive, especially if poorly implemented and/or unwanted. You know when the game switches to a mode that forces you to do something only how the developers saw fit and it doesn't make sense. Like how ME3 only implements ground MP with no space combat equivilent in a galactic war situation. I could go on but that's enough.
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Modifié par whywhywhywhy, 04 décembre 2011 - 05:34 .





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